Archive for the ‘Game Mastering’ Category

Ally, Enemy, Resource, and Opportunist: The four major NPC Roles (Part 1)

Most NPCs occupy one of four niches in terms of their impact within an adventure or an encounter: Ally, Enemy, Resource, and Opportunist. I use AERO as a mnemonic to remind me of them. The four roles These four roles define, in broad parameters, how an NPC will interact with the PCs and how that […]

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The Impact Of Player Psychology

Have you ever tried to run a prison-break scenario? Was it as successful as you would have hoped? I’m betting that most readers will have answered “no” to the first question and that virtually everyone else will have answered “no” to the second. There’s good reason for this state of pessimism: no matter how essential […]

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Let’s Talk About Containers: 22 Wondrous Items

I’ve read a lot of RPG content and advice over the years, much of it D&D related. I’ve contributed my fair share to that total, it must be admitted. Every D&D supplement (that’s not explicitly a collection of monsters) contains new magic items. Websites and magazines abound in them. AD&D creatures, at least came with […]

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Undercurrents Of Characterization

Character skills can be divided into three categories (with some overlapping): skills that enhance the character’s ability to survive/succeed in adventures; skills that the character archetype is expected/required to have; and the oddballs from left field, which I refer to as Characterization Skills. The last category also includes anything from the first two categories that […]

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Creating New Magic Weapons

Readers may have noticed that the last couple of posts have been unusually short and to the point, instead of the usual depth that is the hallmark here at Campaign Mastery. There’s a couple of reasons for that. First, I have a family function coming up in June and won’t be around to write my […]

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Improvising an Adventure

Things didn’t exactly go according to plan in the Adventurer’s Club campaign this weekend past. Entirely my fault; I was running late and assumed that the adventure that we were about to start had been copied onto a USB stick as is our usual practice. After all, it was finished several months ago. On top […]

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Tying Plot Threads Together: Concepts to Executable Plot

How do you take three plot ideas and interlink them to make one grand adventure? I’ve often skimmed over this point because it’s usually arisen in the context of campaign planning, so I thought it was high time that I went into it in greater detail. Another reason why I’ve been dodging this discussion for […]

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Patterns Of Distinction: Playing members of multiple factions

I don’t often get asked for help by another GM through the mailbox here at Campaign Mastery, mainly because the Ask-The-GMs service is suspended until I can get caught up. Nevertheless, I received just such a request the other day, and I thought the questions good ones, so here goes! Ronald wrote, How can I […]

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Goody and Project Roundup April 2017: Ten Goodies To Back or Buy

I always get far more invitations to support and review projects that I can possibly manage to satisfy. Every now and then, I bundle as many of them as I can into a goody roundup to inform those who might be interested in backing them of what’s going on. Today, I have 10 items to […]

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An Easter Surprise: Little Bubbles Of Nothing

You can never tell where inspiration is going to come from. The best you can do is remain alert to the world around you and leap in with both feet whenever you find it. That’s what I was thinking while enjoying a chocolate treat – A mint Aero bar – the other day. For some […]

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Practicalities Of Society

For today’s article, I’m reaching back into my memories of the mental processes that I employed to construct the Orcish Society in my Fumanor Campaign, and generalizing them, because it works for any society in any game – heck, I’ve just been applying the same basic principles to 27th-century Scotland for my Dr Who campaign. […]

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Narratives Of Skill: How To ‘Improv’ Outcome Descriptions In Advance

In many RPGs, skill results are a light switch – you either succeed or fail. At best, this is a missed opportunity for the GM; at worst, it can convey a false sense of capability to PCs because they have no idea of how close they may have come to failure, just that whatever they […]

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